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D&D 5E New DM needs some feedback on Magical Item

Brentheizer

First Post
I've created an item that will be fairly important to the plot of my campaign and world.
However, I'm a new DM and I don;t really have much experience creating items.

The item is unique and legendary. I tried to make it so that it is hard to learn how to use, but once learned can be quite powerful.

If some experienced players/dm's could have a look at it and tell me if it's; overpowered, underpowered, too complicated, broken, missing details, etc... I would be grateful.

Book of Infinite Spells:
Code:
[COLOR=#000000][FONT=Roboto]Before learning about the book's indexing system (story/lore related):[/FONT][/COLOR][INDENT][COLOR=#000000][FONT=Roboto]Pages appear fractured. like tiny glass shards.
Any text/symbols appear blurred as if out of focus.
No real information can be gleaned from the book unless a true page has been found.[/FONT][/COLOR][/INDENT]
[COLOR=#000000][FONT=Roboto]After learning about the book's indexing system:[/FONT][/COLOR][INDENT][COLOR=#000000][FONT=Roboto]A character can spend time to study the book, to memorise its indexing pattern. Making an arcana check for every 8 hours spent studying.
DC starts at 35 and goes down by 2 for every check made (DC cannot be shared between characters).[/FONT][/COLOR][/INDENT]
[COLOR=#000000][FONT=Roboto]
[LIST]
[*]You must have memorised the indexing pattern to be able to use this book. (see above)
[*]Has 1 charge
[*]Automatically gains 1 charge after a fortnight if it has 0 charges.
[*]Once after a long rest, any one character with knowledge of the indexing pattern can make a Arcana check DC 15. Success grants the book 1 charge.
[*]1 charge can be used to cast any spell of a spell level equal to or lower than the casting character's highest spell slot (max lvl 7).
[*]Characters that do not have magical knowledge or abilities (characters without spell slots) can only cast cantrips from this book.
[*]Casting a spell out of this book always takes 1 action or more. You cannot use a bonus action or reaction to cast a spell from the book.
[*]M, V, S; rules still apply as stated by the spell.
[*]After casting a spell from this book roll a d20. When the roll is higher than your character level minus the level of the spell, roll on the sorcerer's Wild Magic Surge table. on a 20 roll twice and use either result.
[*]Spells from this book do not count as scrolls and they cannot be inscribed into a spellbook.
[/LIST]
[/FONT][/COLOR]
 

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After learning about the book's indexing system:A character can spend time to study the book, to memorise its indexing pattern. Making an arcana check for every 8 hours spent studying. DC starts at 35 and goes down by 2 for every check made (DC cannot be shared between characters).

The DC becomes 1 after 18 days, so effectively a week or two of study will suffice. Is that your intent?


Has 1 charge.
Automatically gains 1 charge after a fortnight if it has 0 charges.
Once after a long rest, any one character with knowledge of the indexing pattern can make a Arcana check DC 15. Success grants the book 1 charge.


Ok, if I understand correctly, a character can attempt to grant the book a charge after each long rest. If the character doesn't do so, or fails every time, the book still gets a charge every 14 days.

In practice, if the character using the book has Arcana as a trained skill, then regaining the charge each long rest is likely. Is it your intent that the book could be used every day or two?


1 charge can be used to cast any spell of a spell level equal to or lower than the casting character's highest spell slot (max lvl 7).
Characters that do not have magical knowledge or abilities (characters without spell slots) can only cast cantrips from this book.
Casting a spell out of this book always takes 1 action or more. You cannot use a bonus action or reaction to cast a spell from the book.
M, V, S; rules still apply as stated by the spell.


Looks okay, though I'm wondering about the material components. Will the caster really have all components needed for all the possible spells? Or are you thinking the caster will have to think ahead, planning on which spells he might use and therefore have those components handy?

This brings up another issue: make sure whichever player uses this item has a list of spells he/she plans to use. You don't want a player going through the entire PHB in the middle of a game to decide which spell to use.


After casting a spell from this book roll a d20. When the roll is higher than your character level minus the level of the spell, roll on the sorcerer's Wild Magic Surge table. on a 20 roll twice and use either result.

20th level caster uses 7th level spell, likelihood of surge is 35%. 13th level caster uses 7th level spell, surge occurs 75% of the time. 7th level caster uses 4th level spell, surge occurs 85% of the time.

So regardless of the caster and spell used, surges are likely. Is this your intent?


Spells from this book do not count as scrolls and they cannot be inscribed into a spellbook.

Good idea. Otherwise, wizards will use this book to fill up their personal spellbooks.


Overall, the item looks fine. Yes, it's powerful. But I don't see it as game-breaking or anything like that. Add some lore and it could be quite interesting.
 

Welcome to ENWorld :)

Looks like a Legendary item to me, the kind of thing I'd expect high-level PCs to discover.

Brenthezier said:
Book of Infinite Spells
  • Before learning about the book's indexing system (story/lore related):
  • Pages appear fractured. like tiny glass shards.
  • Any text/symbols appear blurred as if out of focus.
  • No real information can be gleaned from the book unless a true page has been found.

After learning about the book's indexing system:
  • A character can spend time to study the book, to memorise its indexing pattern. Making an arcana check for every 8 hours spent studying.
  • DC starts at 35 and goes down by 2 for every check made (DC cannot be shared between characters).

In 5e, learning the book's indexing pattern probably should just require expenditure of downtime. That's how 5e handles these sorts of things - look at any of the Manual of... magic item entries in the DMG.

You must have memorised the indexing pattern to be able to use this book. (see above)
  • Has 1 charge
  • Automatically gains 1 charge after a fortnight if it has 0 charges.
  • Once after a long rest, any one character with knowledge of the indexing pattern can make a Arcana check DC 15. Success grants the book 1 charge.

What's the opportunity cost of making the Arcana check during a long rest? Why wouldn't a PC with a high Arcana do this at each and every long rest? What's at risk? Does the Arcana check add anything valuable to the play experience?

  • 1 charge can be used to cast any spell of a spell level equal to or lower than the casting character's highest spell slot (max lvl 7).
  • Characters that do not have magical knowledge or abilities (characters without spell slots) can only cast cantrips from this book.

What is a non-spellcasting PC's spellcasting ability (Int? Wis? Cha?) when casting cantrips using the book? And can they only cast cantrips at their lowest level of effect (e.g. fire bolt causes increased damage when cast by a PC of higher level)?

  • Casting a spell out of this book always takes 1 action or more. You cannot use a bonus action or reaction to cast a spell from the book.
    M, V, S; rules still apply as stated by the spell.

Very good limitation to impose.

  • After casting a spell from this book roll a d20. When the roll is higher than your character level minus the level of the spell, roll on the sorcerer's Wild Magic Surge table. on a 20 roll twice and use either result.
  • Spells from this book do not count as scrolls and they cannot be inscribed into a spellbook.

Also a good limitation to impose.
 
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Thanks for the replies.

The DC becomes 1 after 18 days, so effectively a week or two of study will suffice. Is that your intent?

In 5e, learning the book's indexing pattern probably should just require expenditure of downtime. That's how 5e handles these sorts of things - look at any of the Manual of... magic item entries in the DMG.

Yes, I might have to rethink this. however I don't want a character learning this to be restricted to extended downtime. I might just make it a certain amount of hours, so even while in a campaign they might spend some time here and there and eventually learn it. I think the item itself isn't so overpowered that multiple people learning how to use it is a threat, especially since it only has 1 charge at max.

Ok, if I understand correctly, a character can attempt to grant the book a charge after each long rest. If the character doesn't do so, or fails every time, the book still gets a charge every 14 days.

In practice, if the character using the book has Arcana as a trained skill, then regaining the charge each long rest is likely. Is it your intent that the book could be used every day or two?


What's the opportunity cost of making the Arcana check during a long rest? Why wouldn't a PC with a high Arcana do this at each and every long rest? What's at risk? Does the Arcana check add anything valuable to the play experience?

The idea behind the arcana check was to add a bit of extra weight behind each charge, especially during lower levels. so that once a charge is expended it could take several days before the party gets a new one.
I suppose taking a character with high Arcana in mind (which is the most likely to learn the book) the DC should be a bit higher. something around 20 so a lvl 10 character with a Arcana of +9 has a (i believe) 45% chance to get a charge.

Looks okay, though I'm wondering about the material components. Will the caster really have all components needed for all the possible spells? Or are you thinking the caster will have to think ahead, planning on which spells he might use and therefore have those components handy?

I never really pay attention to the materials that do not cost any coin. so if there's no cost listed with the spell I just assume the character would have those materials (too much trouble to keep track of). the rule is mainly there so that players can't just use the more powerfull spells without having to pay the cost. your point about having to stockpile the specific ingredients is a good one though. I would have to come up with a solution. maybe actual coin can be used for that instead? would that be too easy?

This brings up another issue: make sure whichever player uses this item has a list of spells he/she plans to use. You don't want a player going through the entire PHB in the middle of a game to decide which spell to use.

yes, good point. I already have my Druid doing this for his spells. so when he prepares the spells for next day he doesn't have a long list to work thorugh. In general I like to keep a decent pace going, So if someone takes to long researching or deciding I tend to give a warning and eventually just move on with the game if they take too long. It's the players responsibility to be ready when his/her turn comes about.

20th level caster uses 7th level spell, likelihood of surge is 35%. 13th level caster uses 7th level spell, surge occurs 75% of the time. 7th level caster uses 4th level spell, surge occurs 85% of the time.

So regardless of the caster and spell used, surges are likely. Is this your intent?

yes. Without going too deep into the lore of the book, the book does not "belong" to the party but to some anchient powerfull mage, that died long ago. in a way this is the book fighting back, like it knows it's not being used by it's creator. the more powerfull characters get slightly lower chances. to make the use of the book, especially in the lower levels, a more difficult choice.

What is a non-spellcasting PC's spellcasting ability (Int? Wis? Cha?) when casting cantrips using the book? And can they only cast cantrips at their lowest level of effect (e.g. fire bolt causes increased damage when cast by a PC of higher level)?

That is an interesting point. I might remove that all together, and just say that people with no spellcasting ability can't use the book.


Again thanks for the replies.
I appreciate the feedback.
 

I never really pay attention to the materials that do not cost any coin. so if there's no cost listed with the spell I just assume the character would have those materials (too much trouble to keep track of). the rule is mainly there so that players can't just use the more powerfull spells without having to pay the cost. your point about having to stockpile the specific ingredients is a good one though. I would have to come up with a solution. maybe actual coin can be used for that instead? would that be too easy?

I'd suggest only requiring any components with a gold piece cost, which sounds similar to what you're thinking. IMO, you're right in not wanting to allow the book to bypass component costs for certain powerful spells.
 

1 charge can be used to cast any spell of a spell level equal to or lower than the casting character's highest spell slot (max lvl 7).

I'm not sure what you intend by this. I can think of a range of possibilities, but here are three that illustrate the main choices.
  1. You can cast any spell that you could otherwise cast (max level 7) - limiting it to known spells for classes that have to "know" spells, spells already in your spell book for Wizards, or class spell list for Cleric, Druid, and Paladin.
  2. You can cast any spell on the spell list of a class in which you have levels up to the level of the highest level spell that you can cast as that class (max level 7).
  3. (The literal reading of what you have) You can cast any spell (disregarding usual class restrictions) of a spell level equal to or lower than you highest level spell slot.

Commentary:
  1. This seems fine, but perhaps more restricted than you vision for this item.
  2. This seems like the most appropriate option to me because it just removes the need to know and/or prepare a spell, while maintaining class and level restrictions.
  3. To me (and this is very much just my subjective reaction), allowing arbitrary casting outside your class(es) seems very powerful and hard to explain in terms of the fiction. Also be aware that the description as you have written it has a weird interaction with multiclass casters. As an example, a Wizard 5 / Cleric 5 has (if you use the PHB MC rules) 4th and 5th level spell slots even though they normally can cast only up to 3rd level spells. With your item, they would suddenly be able to cast 4th and 5th level spells. I don't know whether that is what you want or not.

EDIT: But I do think the general concept of the book is an interesting, cool item, so kudos for thinking it up.
 
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